Which is your least favorite trait?

Which is your least favorite trait?


  • Total voters
    179
In BTS, Willem is FIN/CRE... and gets a very spiffy UB to boot. In Vanilla, Catherine had that trait combination iirc, along with an overpowering UU.

Anyway, my least favourite trait is Aggressive, closely followed by Protective. Give me an economic over a military edge any day.
 
Spiritual - I'll just eat the one turn of anarchy, usually doubling up with science or whatever the turn before anarchy to make up for it in advance, if even necessary. Protective 2nd. Protective would be my least favorite if it didn't work so well together with Sitting Bull's Totem Poll bonus:).
B
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EDIT: ...& w/o spiritual I always change Civics during Golden Ages(s), with the right timing.. the more the merrier ofc.
 
Voted none, though if hard-pressed to choose one I would probably go for imperialistic.

What blasphemer voted for philosophical as the least favorite ;)
 
I really didn't want to do it, but I voted protective. Most other traits give you viable power in the early game. Protective may do this with archers, but the impact is less than others.

IMO, protective needs a couple of (minor) buffs, such as opening the medic/amphibious line to drill promotions just like combat promotions (why the hell not?!), and making the defensive bonuses of castles obsolete around...oh say ARTILLERY. I can take almost any weapon today and fire it at a foot of stone. I strongly doubt that doing so would cause any significant damage to anything located behind said foot-wide wall of stone. Gunpowder can make a wall of stone disappear? No?

With spies, more powerful bombardment, etc, there is NO REASON to make castles/wall obsolete with GUNPOWDER. It makes no sense and it weakens a trait that has potential.

If drill opened the same promos as combat and castles/walls worked properly/didn't disappear inexplicably (I think someone over in GD forums described this as a mage guild magically making the walls disappear and reappear depending on whether muskets or knights were selected or some such), then I wouldn't list protective as weak. I wouldn't list anything as weak.

Disliking spiritual, financial, or philosophical is kind of...well...crazy. Unless, of course, you picked those traits because you like the game to be harder, and don't like playing with easy traits ;).

Seriously, Philosophical can be a HUGE boost to a CE, and financial allows lots of passive commerce tiles to be worthwhile to a greater extent, meaning SE players can expand more without worrying about strike (even dedicated no-cottage games, passive commerce is a considerable part of tech, or at least not insignificant). Spiritual has all kinds of potential. Civic swap and religious swap abuse can be overpowering, and the cheap temples don't hurt.
 
Industrial. I know its bonus is good , but It is not suitable for my style.
 
I can understand a dislike for Spiritual to some extent. Getting the best use of it requires rather extreme micromanagement (e.g. whipping with production/xp civics, switching to Pacifism in the second half of the cycle after having grown back).

Since no obsessive tweak addicts come forth to demonstrate that it outperforms raw-volume traits like PHI or FIN, I assume the potential for breaking it is limited. And while using it simply to shave off a few turns of Anarchy over the game and as a convenient panic button ('oops, being invaded', 'oops, crashed my economy') isn't useless, I suppose many are thinking 'meh, I'll take the trait with the bonus I care about most and stick with that'.
 
They all have their uses. I'm hard pushed to say any (so I voted "none of the above") but if I had to say one I'd say Protective. I am enjoying a game as the Industrious Roosevelt at the moment, but even Protective has its uses, so I'm not going to take one out.
 
Expansive. Usually I can trade/capture enough :health: resources. I usually build workers at high food cities which makes the production bonus to workers not as significant since is only for :hammers:
 
I can understand a dislike for Spiritual to some extent. Getting the best use of it requires rather extreme micromanagement (e.g. whipping with production/xp civics, switching to Pacifism in the second half of the cycle after having grown back).

Since no obsessive tweak addicts come forth to demonstrate that it outperforms raw-volume traits like PHI or FIN, I assume the potential for breaking it is limited. And while using it simply to shave off a few turns of Anarchy over the game and as a convenient panic button ('oops, being invaded', 'oops, crashed my economy') isn't useless, I suppose many are thinking 'meh, I'll take the trait with the bonus I care about most and stick with that'.

I guess I whore the AP too much :). This opens things like religion swapping mid-build to switch what religion you're building the AP under. Civic swaps for diplomacy are painless too. Cheap temples have terrific synergy with this.

I don't use obscene micromanagement (I'm one of the faster players on the forums when it comes to game times), but I seem to do well in my games with spiritual leaders. It's fun to pop into vassalage while massing units then back to bureaucracy...or going serfdom when I don't need slavery for faster improvements. Police State late game for unit crank, theology vs OR vs Pacifism depending on need...turns of anarchy add up.

Does this make it a top trait? Who knows. I really like it for its convenience factor and its synergy with my tendencies. Regardless, it certainly isn't the WORST trait. Drill is a pretty weak free promo until gunpowder tech advantage (unless you play on easy sauce difficulties where you can bring oracled xbows vs classical defenders for hundreds of turns I guess, but IMO only China can really take extreme advantage of this).
 
Protective. It needs help as TheMeInTeam states.
 
I have a hard time deciding between Spiritual and Industrious, but I suppose I'd go with the latter because I never build wonders, whereas I can at least imagine a situation in which Spiritual would fit in with my strategy.
 
I enjoy drill promotions....BUT, protective seems like a handicap. In my games the protective leaders are always the ones begging for or extorting techs. It seems that protective equals backward.
 
I enjoy drill promotions....BUT, protective seems like a handicap. In my games the protective leaders are always the ones begging for or extorting techs. It seems that protective equals backward.

It's a GREAT trait for early AIs to annoy you with if they're nearby :(.

IMO it's better in the AIs hands, although if you get a tech lead drill promoted gunpowder units will mop up earlier units with minimal damage (other than knights).
 
Voted none, though if hard-pressed to choose one I would probably go for imperialistic.
I did really good with imperialistic the game I have going now as the Byzantines. Used my generals to build four GMIs in my capital. The Persians gave me all they had for a peace treaty and I needed it badly though my economy was shot.

Don't underestimate protective either. Drilled Longbowman and Crossbowman help a lot with conquering hill cities, and protective civs get drill automatically. Not that it's all that tough to upgrade to that anyway.

My vote is for no least favorite. Always play a random civ.
 
I voted for Industrious (strange but true) more because of my own weakness then an inherent weakness in the trait. I tend to be able to normally get my key wonders at monarch, but with industrious i tend to wonderspam things i dont really need, with the obvious detrimental effect to my game... also i tend to pick up MC fairly late.
 
Why does everybody hate protective it's great if your the native americans or if you have raging barbs on. I voted philosophical because it just doesn't fit my playing style. It's amazing for specialist economies though.
 
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